Gameplay: Remove Active Infusion

Suggestions for game development and improvements. One suggestion to a thread, please.
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Mousus6
Posts: 13
Joined: Fri Mar 07, 2025 9:55 am

Gameplay: Remove Active Infusion

Post by Mousus6 »

Passive infusion seems like a very neat mechanic and a good way of linking territory ownership to actual behaviour and playing the game. It's a massive step forward from the clunky maintenance faction benefit thing of the Nexus War I remember in the distant past. The awkwardness is that since active infusion is still a thing, an extremely boring thing but a thing, it has to be outweighable by dedicated active infusion leading to what sounds like the immensely tedious results of arena 1 where people successfully optimised the fun out of the game. Removing active infusion then lets passive infusion be a measure of control/activity since xp gain is a thing that a general eye wants to be kept on for balance reasons anyway.

Any thoughts along this line are almost certainly too big a change for the next breath but possibly something to sit in the back of people's minds for future.

Either the active infusion skills would want to be completely removed or just replaced with skills that increase your passive infusion (possibly at a cost) whilst doing particular activities (angels or demons I could easily see that being any xp granting activity that also moved their morality the correct way, wouldn't think you would want to tie transcended to NC morality of moving towards neutrality though).

Greater infusion could then be a skill for moving infusion around rather than generating it more efficiently so you absorb aligned infusion from your current tile at a cost and then get to deliver it to your current tile at a later point without generating any extra infusion along the way (other than if this is an XP granting activity). Alternatively that could be the basic infusion skill and some additional perks could replace greater infusion as a concept along the lines of what I was suggesting for the basic infusion skills.

I'm sure there's going to be someone looking at this who loves active infusion as a mechanic and they can give an idea of what we would be missing with it removed but at the moment I feel like so long as there was an infusion moving skill I am failing to see the great loss.
Klapaucius
Posts: 264
Joined: Wed Nov 24, 2021 10:36 am

Re: Gameplay: Remove Active Infusion

Post by Klapaucius »

While some of the pain points that prompted this previous discussion have been at least partially resolved, I stand by the core idea that infusion could be replaced with a passive over-time process and it would be overall healthy for the game. https://www.nexusclash.com/viewtopic.php?f=9&t=3452

Passive infusion based on xp only, without other changes, would be problematic. If you take away the ability to reinfuse your own SH square when required, then getting raided and losing infusion due to the raiders getting passive infusion is going to be really problematic to counter. Like, do you just tell everyone to go to the SH tile and 'earn xp'? How? Good factions can mess around with sprites and healing. Evil factions can... brew/research/read/shoot targets? Having to grind that to get the SH back up would be a serious nuisance. It's annoying for everyone, though.
Mousus6
Posts: 13
Joined: Fri Mar 07, 2025 9:55 am

Re: Gameplay: Remove Active Infusion

Post by Mousus6 »

The stronghold problem and miscellaneous was tile flipping was why I was suggesting that some level of the active infusion skills got replaced with the ability to move infusion about. Quite possibly those older discussions were a more developed thought on the idea than mine though, just didn't dig through the entire history of suggestions between NW and now to have found it.
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SkullFace
Posts: 143
Joined: Sun Aug 28, 2022 10:49 am

Re: Gameplay: Remove Active Infusion

Post by SkullFace »

Active fusion is entirely voluntary. It has its uses e.g. when an evil SH tile is scragged by whatever the angelic passive infusion++ skill is. IMO it should definitely remain as an option.
Klapaucius
Posts: 264
Joined: Wed Nov 24, 2021 10:36 am

Re: Gameplay: Remove Active Infusion

Post by Klapaucius »

Of course you're not expected to backread 5 years of forum posts, just throwing my 2 cents in :)

That is an interesting point about changing great infusion to allow movement of infusion. I particularly like that part of the suggestion.
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